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Name scenes (scene enum, entrance enum, various identifiers) (#1343)

* Comment names on titled scenes

* Comment some more scene names

* Comment some map assets symbol prefixes

* Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`)

* Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors)

* Fix symbol prefix for back alley night scene

* Name the two grave scenes (normal and fairy's fountain variant)

* Name most houses, name/update misc scenes

Co-authored-by: fig02 <fig02srl@gmail.com>

* (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific

Co-authored-by: fig02 <fig02srl@gmail.com>

* `miharigoya_scene`: `market_guard_house`

* `kakariko_scene` -> `kakariko_center_house`

* `richards_house` -> `dog_lady_house` (for localization differences)

* Revert "Comment some map assets symbol prefixes"

This reverts commit 210a38a628.

* remove other xml prefixes

* ganon_boss, ganondorf_boss

* comments to namefixer

* `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE`

* two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior

* Run namefixer

`find src include -type f -exec ./tools/namefixer.py {} \;`

* run formatter

Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
Dragorn421 2022-11-26 22:15:41 +01:00 committed by GitHub
parent eb0a82c513
commit 186ecc72b5
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96 changed files with 3577 additions and 3274 deletions

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@ -6646,7 +6646,7 @@ s32 Camera_Special7(Camera* camera) {
yOffset = Player_GetHeight(camera->player);
if (camera->animState == 0) {
if (camera->play->sceneId == SCENE_JYASINZOU) {
if (camera->play->sceneId == SCENE_SPIRIT_TEMPLE) {
// Spirit Temple
rwData->index = 3;
} else if (playerPosRot->pos.x < 1500.0f) {
@ -7351,7 +7351,7 @@ s32 Camera_UpdateWater(Camera* camera) {
if (camera->waterDistortionTimer > 0) {
camera->waterDistortionTimer--;
camera->distortionFlags |= DISTORTION_UNDERWATER_STRONG;
} else if (camera->play->sceneId == SCENE_TURIBORI) {
} else if (camera->play->sceneId == SCENE_FISHING_POND) {
camera->distortionFlags |= DISTORTION_UNDERWATER_FISHING;
} else {
camera->distortionFlags |= DISTORTION_UNDERWATER_WEAK;
@ -7708,7 +7708,7 @@ Vec3s Camera_Update(Camera* camera) {
Camera_UpdateDistortion(camera);
if ((camera->play->sceneId == SCENE_SPOT00) && (camera->fov < 59.0f)) {
if ((camera->play->sceneId == SCENE_HYRULE_FIELD) && (camera->fov < 59.0f)) {
View_SetScale(&camera->play->view, 0.79f);
} else {
View_SetScale(&camera->play->view, 1.0f);
@ -7952,7 +7952,7 @@ s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags) {
}
}
if (((setting == CAM_SET_MEADOW_BIRDS_EYE) || (setting == CAM_SET_MEADOW_UNUSED)) && LINK_IS_ADULT &&
(camera->play->sceneId == SCENE_SPOT05)) {
(camera->play->sceneId == SCENE_SACRED_FOREST_MEADOW)) {
camera->unk_14A |= 0x10;
return -5;
}